OnLive games will stream to Ouya at launch

Low-powered system gets access to modern games through the cloud.

Supporters wondering exactly what they'll be able to play when the open, Android-based Ouya console is released can wonder a little less today, as the indie-friendly console maker announced that OnLive's library of hundreds of streamable games would be available at launch.

The move should somewhat allay concerns that Ouya's TEGRA 3-based chipset won't be able to compete with its more powerful console competition, since games running on OnLive's servers can be as resource intensive as they need to be. Still, you'll need a better-than-decent broadband connection to stream those games in a playable form, and even then you might notice some controller latency and video issues, if our previous OnLive tests are anything to go on.

What makes this move especially interesting is that OnLive currently sells its own HDTV MicroConsole and controller for $99, the same price as the multifunctional Ouya. It's enough to make you wonder why OnLive has to charge so much for what is essentially a modem with an HDMI output (though, to be fair, OnLive does frequently offer free MicroConsole units as a perk with various game purchases).

Today's announcement comes about a week after Ouya announced that Human Element, from noted Call of Duty developer Robert Bowling's Robotoki studio, would be the console's first timed exclusive.

It's enough to make you wonder why OnLive has to charge so much for what is essentially a modem with an HDMI output (though, to be fair, OnLive does frequently offer free MicroConsole units as a perk with various game purchases).

Seriously, ARS? You wonder why OnLive "has to" charge $99 for something they frequently give away free as "$99 value"? Maybe because their marketing group has found that "Buy the game, get the $99 console free!" sells better than "Buy the game, get the $69 console free!"?

On top of that, you're using a promised but unreleased Kickstarter project to benchmark appropriate pricing for a released and shipping product?

It's cool that they're getting some interest from the gaming industry. Unfortunately for me, OnLive would be an exercise in frustration due to my crappy Internet connection. Otherwise I might be interested, since most of the games I like are not all that sensitive to latency.

Still, anything that helps build the success of OUYA is a bonus, since more success will attract more native OUYA game developers, and may also encourage Android game developers in general to have better support for large high def screens and alternative controllers (not just touchscreen), which would be nice for my Transformer Infinity with a keyboard, mouse, touchpad, touchscreen and gamepad (more input devices = better, in my opinion).

Onlive being added is a huge bonus for younger gamers with less disposable income, who might not realize that a slight input delay is even an issue to be concerned about. Certain types of games are OK on OnLive, and they become that much more OK when you don't have an alternate platform.

I think that the next console generation is when OnLive will get a huge spike in popularity. Imagine when next year the xbox720 comes out and your $99 Ouya can play those new games without the 500-600 initial investment. Yes, not the best situation for everyone, but it is an important option.

Still, you'll need a better-than-decent broadband connection to stream those games in a playable form, and even then you might notice some controller latency and video issues, if our previous OnLive tests are anything to go on.

Maybe they should have debuted in a country with "better than decent" broadband? At least prove the concept is sound.

The Nexus Q can stream OnLine content so having OUYA do the same isn't that big of deal.

It is if the Ouya is presenting itself as a credible gaming device. Yes, a lot of things can use OnLive. If the Ouya were not one of them, that would be another tick mark on the list of reasons to be skeptical of its chances.

What makes this move especially interesting is that OnLive currently sells its own HDTV MicroConsole and controller for $99, the same price as the multifunctional Ouya. It's enough to make you wonder why OnLive has to charge so much for what is essentially a modem with an HDMI output (though, to be fair, OnLive does frequently offer free MicroConsole units as a perk with various game purchases).

This seems really off-base to me. First of all, OnLive has an Android app already, meaning with that application running on an Android device, you don't need the MicroConsole, since someone else is providing the hardware. That doesn't mean the MicroConsole is free for them to build. It's just an option for someone to use if they don't already have another device capable of running the OnLive software.

Secondly, calling the MicroConsole "essentially a modem with an HDMI output" is pretty naive. If it's that easy, then you can go to the store and buy an ethernet card and hdmi cable and call it a day.

For all we know, the OnLive MicroConsole could be nothing but some hardware running Android and the OnLive app, but not providing a full Android interface to install other apps. If that's the case, the hardware cost is probably similar to something like the theoretical Ouya, so I don't see why you find it so far-fetched that they'd be similar in price, regardless of utility.

Living in Australia, the OnLive thing isn't much of an issue for me due to the lag I'd get. But it's still a fantastic announcement, as it'll encourage Ouya buyers.

Maybe OnLive sees this as a way to get out of the hardware (console) business, and focus on the software while using Ouya (and other TV boxes) as a hardware partner? OnLive could focus on a network of localised servers to reduce lag, without having to worry so much about the hardware platform for the end user. (Sorry OnLive - I don't mean to be telling you how to do your job).

This is seriously good news for Ouya, and potentially good news for OnLive.

Nearly 41,000 people have committed to buy an Ouya with 12 days left in the Kickstarter campaign, which has shattered its initial $950,000 funding goal by bringing in nearly $5.6 million so far.

There are at least 41,000 of them, with $5.6 million in money from which they have been parted.

Okay, Mr Invisible Crystal Ball, can you explain why the people who have decided to buy this platform are fools in your "learned" opinion? Can you even explain how they would be fools under standard economic theory of maximisation of return? Maybe you'd like to explain to them why this is such a terrible idea, based upon something other than your not, to most of the world, particularly valuable opinion?

Nearly 41,000 people have committed to buy an Ouya with 12 days left in the Kickstarter campaign, which has shattered its initial $950,000 funding goal by bringing in nearly $5.6 million so far.

There are at least 41,000 of them, with $5.6 million in money from which they have been parted.

Okay, Mr Invisible Crystal Ball, can you explain why the people who have decided to buy this platform are fools in your "learned" opinion? Can you even explain how they would be fools under standard economic theory of maximisation of return? Maybe you'd like to explain to them why this is such a terrible idea, based upon something other than your not, to most of the world, particularly valuable opinion?

Dare I be the devil's advocate?

Games will need to be adapted for the ouya in order to :- Manage the controller- Be free-to-play- Maybe adapt games to a full HD TV screen (while the most successful Android phone has the same ratio (16:9), it's 720p not 1080p)

This represent more work for devs, for a platform that is (or rather going to be) a fraction of the most sold model of Android phone (millions of units)

Today this might be worth the devs' time, next year when the next mobile phones or tablet would have become even more powerful are they going to be interested in optimizing their software for this niche platform? We can already see that the new iPad has better GPU performances than the Ouya, and a that'll be a year old device by the time the Ouya becomes reality.

Honestly I wish this was a project giving a standard controller (and the framework to adapt Android apps to it), and the Ouya console just a Apple TV-like device receiving video streams from your phone or tablet (that'll be more powerful than this platform almost from day one), since the user have better chance of optimisation for a multi-millions devices strong platform (Samsung GS3) than for a 41k one.

Kyle Orland / Kyle is the Senior Gaming Editor at Ars Technica, specializing in video game hardware and software. He has journalism and computer science degrees from University of Maryland. He is based in Pittsburgh, PA.